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explod hitsparks not appearing on trade


Question

Posted

hello, i've been coding this character for about 6 months already, and i'm trying to aim for some cvs2 accuracy

hitsparks and hitsounds (using playsnd, not hitsound on hitdef) are fine on hit, but on trade there's no hitspark or hitsound.

i do understand the explod i have is true on movehit, and trades don't count as movehit. could anyone help fix this issue?aKS2R6f.pngBOyWFic.png

[State hitspark]
type = Explod
trigger1 = movehit = 1
anim = 7030+var(10) ;var(10) is for angle related things
ID = 7000
pos = -2,-64
postype = P2  ;P2, Front, Back, Left, Right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 9999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

 

5 answers to this question

Recommended Posts

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Posted

I believe so. Depends on whether movehit resets immediately when you get hit, or at the very least before -2 is processed on the following frame.

FXhJiHL.png XslF5vn.png malcsRF.png

Project LG said:

God knows you shit out characters like a friggin' gumball machine.

  • 0
Posted

Can try these triggers in [Statedef -3]?

 

triggerall = NumExplod(7000) = 0

triggerall = NumEnemy
trigger1 = EnemyNear, MoveType = H
trigger1 = EnemyNear, StateNo = 5000 ; Stand get-hit (shaking)
trigger1 = EnemyNear, Time = 1

 

or

 

triggerall = NumExplod(7000) = 0
triggerall = NumTarget(200) ; standing light slash? [Statedef 200]
trigger1 = Target(200), MoveType = H
trigger1 = Target(200), StateNo = 5000 ; Stand get-hit (shaking)
trigger1 = Target(200), Time = 1

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